warframe

CODEX
For every shot fired in rapid succession the Kohm releases an additional bolt and grows more lethal.

The Kohm is a Grineer shotgun with a unique held-trigger function. While holding the firing button, the Kohm will add an additional pellet to the following shot until it reaches a maximum of twelve pellets per shot, all while increasing its rate of fire. However, the increase in pellet count consumes extra ammunition.

Characteristics

Advantages over other Primary weapons (excluding modular weapons):

Disadvantages over other Primary weapons (excluding modular weapons):

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Comparisons:

Acquisition

The Kohm's blueprint can be purchased from the Market.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
Salvage Salvage
2,500
Oxium Oxium
500
Cryotic Cryotic
500
ArgonCrystal Argon Crystal
2
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 150 Blueprint2 Blueprints Price:Credits20,000

This weapon can be sold for Credits64 7,500.

Notes

Bugs

Trivia

Media

Patch History

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Primary Weapon Ammo Pick Up Overrides

40 Ammo per Pick Up:

  • Kohm

Hotfix 29.6.9 (2021-01-28)

  • Fixed missing firing sound for the Kohm’s first shot if the Hecaton Skin is equipped.

Hotfix 27.2.2 (2020-03-06)

  • Fixed a script error related to the Kohm.

Update 27.2 (2020-03-05)

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

  • (Undocumented) Status chance of first projectile increased from 25% to 75% (subsequent projectiles will have their individual status chance divided evenly by this value, as it was in the case before this update).

Hotfix 22.20.3 (2018-05-18)

  • Fixed Kohm’s firing charge sound staying active.

Hotfix 22.17.3 (2018-04-11)

  • Improved performance issues when firing the Kohm.

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 2 to 5.
  • Critical chance increased from 10% to 11%.
  • Critical damage increased from 2 to 2.3x.
  • Added new sound to the Kohm reload.

Update 21.0 (2017-06-29)

  • Fixed the Kohm having incorrect reload clip ejection timing.

Update 20.0 (2017-03-24)

  • Fixed the Kohm magazine capacity dropping from 960 to 120 when the Twin Rogga is equipped prior.

Hotfix 19.6.1 (2017-01-13)

  • Fixed script errors with the Kohm and the Dendra Armor.

Update 19.1 (2016-11-25)

  • Fixed the Kohm appearing to fire inhumanly fast when viewed as the Host.

Hotfix 18.5.6 (2016-03-10)

  • Added tracers to the Kohm projectile to better show spread.

Update 16.3 (2015-04-09)

  • Made small adjustments to Kohm audio and visual effects.

Update 15.13 (2015-02-05)

  • Reduced particle effect trails for Kohm's projectiles.
  • Adjusted the Kohm to shoot a maximum of 5 pellets, in addition to dropping the fire rate but boosting projectile damage to compensate for DPS. This should keep the Kohm's damage relatively unchanged, while helping cut down on the graphical latency caused by the weapon.

Update 15.10 (2015-01-15)

  • Reduced fire rate of Kohm in full auto, but boosted projectile damage to compensate.

Update 15.9 (2015-01-08)

  • Fixed Kohm creating particle effects on Mirage's clones when particle settings are not set to High in system settings.

Hotfix 15.7.2 (2014-12-19)

  • Added spin down effect to Kohm.

Update 15.7 (2014-12-17)

  • Increased the Kohm's weapon damage from 15 to 25.
  • Decreased the Kohm's Ammo Consumption.

Update 15.6 (2014-12-11)

  • Introduced.

Last updated: Hotfix 23.2.1 (2018-08-03)

See also